Ok here is how I figured things, If I still am reading the game engine and tring to implent somthing I dont know how to do yet I fugred i'd try it outside of blender, using Ghost lib:
With that said I failed big time. I just cant seem to get reflection in opengl....I had someone that uses opengl help me outand well its really just a proplem with how I have ghost set up but not sure how to fix it... Can anyone help? as soon as I can get this the soon blender will have reflections in the game engine ^_^.

I think the problem was that your spheres are being placed in the same spot.
It would probably be prefered that your draw code called the DrawObject function AFTER changing the matrix and blendmode settings so that your DrawObject function a) didn't have to b) would draw only one object c) this part of your code made sense.

the method you use will work, but it will be limited to planar reflections.

still good to see someone working for improvement of the game engine
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I am thinking (this second) about [realtime] reflection and refraction in this method:
render the scene without the water
using your render as a texture, render the refraction
render the reflections using a [precalculated?] cube environment map of the scene, and
also use a fresnel shader on the latter

Note that the last 3 steps are mostly combined into one using texture combination [extensions?]

it has been done
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new thought:
why does it seem that so many people want technical improvements to the game engine that could quickly sacrifice the 'for the artist' nature that it was (and hopefully still is) intended to convey?

admittedly the game engine does have a learning curve, but it would be much steeper if the artist had to code the colisions and more themselves (after first deciding to use gameblender, then learning to code).

I think the improvements should be directed in this manner
*get it working
then
*fix bugs
then
*add features to improve speed
*and features to aide in the art (a partial-runtime mode?) of development
*add features to aide in runtime (graphics I guess, like